Create Custom Effects (New Method - Since 1.28)
🧪 How to Create a Static Contaminated Zone
Each static gas zone is filled with invisible particles that make up the gas cloud. Here's what each value does and how to make your zone look good.
🔧 Key Settings
- Radius (Required): The main size of your gas zone (in meters). Example:
150means the gas spreads 150 meters from the center. - OuterOffset (Required for Contaminated Areas): Adds extra size beyond the main zone for a natural "fuzzy edge".
- InnerPartDist (Required for Contaminated Areas): Controls particle spacing. Smaller = more particles = thicker gas. Bigger = fewer particles = thinner gas.
- X, Z Coordinates (Required): Set the location of your gas zone. Find coordinates using iZurvive, Nitrado logs, or in-game tools.
- Y Coordinate (Optional): Set to 0 to snap to ground level, or adjust for elevation.
- Other Fields (Optional):
- PosHeight: How high in the air the gas zone extends (has a cap).
- NegHeight: How far below the center elevation the gas zone extends (useful for uneven terrain).
- ParticleName: Defines the visual particle effect for the gas zone.
- AroundPartName, TinyPartName: Particle effects around or within the gas zone.
- PPERequesterType: Post-processing effect applied to players in the zone.
🧠Rule for Good Gas Coverage (Contaminated Areas)
To avoid patchy gas zones:
Radius + OuterOffset should be at least 3× bigger than half of InnerPartDist.
Or simpler: Radius + OuterOffset ≥ 1.5 × InnerPartDist
✅ Example That Works Well:
"Radius": 150, "OuterOffset": 30, "InnerPartDist": 100
Total Area = 150 + 30 = 180; Half of InnerPartDist = 100 ÷ 2 = 50; 3 × 50 = 150 → ✅ Good!
🚫 What to Avoid: Small Radius + OuterOffset or large InnerPartDist leads to sparse gas.
Experiment with the fields! Use the dropdowns for available options. If you find a cool setup, share it via the feedback section, and we’ll post it with credit!
Configure Custom Gas Zone
No presets available yet. Use the dropdowns to create your own gas zone.
Create Custom Effect (Legacy Method)
How to Create an Effect
- X, Z Coordinates (Required): Set the location of your effect. Find coordinates using iZurvive, Nitrado logs, or in-game tools.
- Y Coordinate (Optional): Set to 0 to snap to ground level, or adjust for elevation (e.g., to raise the effect). Elevation is optional as the game can calculate it.
- Radius (Required): Determines how far the effect stretches horizontally (e.g., size of the area).
- Other Fields (Optional):
- PosHeight: How high in the air the effect extends (has a cap).
- NegHeight: How far below the center elevation the effect extends (useful for uneven terrain like hills).
- InnerRingCount: Number of inner rings (like a bullseye) to spread the effect, controlling thickness.
- InnerPartDist: How spread out particles are in inner rings (affects thickness).
- OuterRingToggle: 0 (off) or 1 (on) to enable outer rings.
- OuterPartDist: How spread out particles are in outer rings.
- OuterOffset: Space between inner and outer rings.
- VerticalLayers: Stacks the effect vertically in the air.
- VerticalOffset: Distance between vertical layers.
- Warning: All values have undocumented hardcaps and interactions that may cause the effect to fail. Use small numbers for best results. Changes beyond stock config are not guaranteed to work, but experiment away!
You can change any field! We've added dropdown menus with available options—have fun experimenting! Most options may not work as expected, but if you discover a cool setup and want to share it with the community, use the feedback section. We'll post it and give you credit!
Select Preset
Select an option and hit Configure to customize your effect.